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Phet Look and Feel: Underlying Ideas
Phet Look and Feel: Underlying Ideas
Underlying Ideas
There are three themes which support the PhET Look and Feel guidelines that have come from
interviews. These include: the importance of engaging the students in exploration of the simulation as
discussed in section V. below; the Coherence Principle; and Consistency from simulation to simulation.
Coherence Principle1
Adding interesting but unnecessary material to simulations can harm the learning process in
several ways.
▪ It can distract the user from relevant material.
▪ It can disrupt the learner’s processes of making sense of important information
because unnecessary information is in the way.
▪ It can prime inappropriate bits of knowledge.
Consistency1
Users’ interpretation and use of simulations depends heavily on their prior experiences. If
inconsistent representations or layout is used, students may spend extra time on unnecessary
information or may incorrectly bring ideas from one simulation to another.
I. Layout
Below is a basic set of layout guidelines; however, this is something, due to special characteristics
of each simulation, that cannot be rigidly dictated.
A. Control panel
Limiting the number of tools/controls and arranging them in small groups makes it easier to
identify what is available and makes the simulation less intimidating.
Students become familiar with the layout.
Limited text
• Students only read text that is attached to a control
• Abbreviations are not understood by most students.
• Text strings of one to three words work best.
B. Play area
The play area must be distinct from the control panel in look and functionality. Objects in the
play area are grabble and animated.
When too many tools are in the play area, the control panel is overlooked.
Text is a distraction in the play area.
C. Backgrounds
Can serve as a visual cue to remind the user of the setting that they are currently exploring
such as the Moon versus the Earth.
Backgrounds should not distract the user from the important features of the simulation.
Separation between the features of the simulation and the background is what is important.
D. Tabs
Students notice large, cartoon-like tabs. When tabs are small and professional looking, they
go unnoticed.
E. Play buttons
Students do not find play/pause buttons on their own.
Once these buttons are shown to the user, they get used as needed by the experienced users.
III. Representations
A. Common picture
Simulations explicitly provide a visual mental model. Advanced simulations in particular
corrected incorrect pictures that students had constructed from readings and lecture.
Simulations provide a common picture for discussion. Discussion before simulation use
typically starts with a fairly long conversation about what the phenomena looks like before
students can begin discussing the concept – with simulations, this part is unnecessary and
students are more confident about what they are discussing.
B. Start up settings
To encourage exploration, simulations should start up with very little or no animation.
Using only a “wiggle-me”, that comes in and stops, is an effective way to initiate desired
exploration.
C. Real world connections
Simulations showing familiar everyday objects encourage exploration and encourage
understanding.
Cartoon-like features are an effective way to emphasize important features while avoiding
misleading literal interpretations.
Students test the limits of the simulations looking for realistic reactions. Simulations need to
‘break’ in a meaningful way when pushed to extremes. However, care must be taken that the
‘breaking’ is not too exciting or it can easily become the focus of the simulation.
D. Visual cues – everything matters.
Students look at all visual cues equally, if they do not understand a concept. It is important to
emphasize items that are pedagogically important and eliminate all potential distractions.
Color is an important visual cue. Students expect it to be consistent not only within a
particular simulation but from one simulation to another.
E. Consistent representations
When an object is represented differently from simulation to simulation, students perceive it
as two different objects, and when objects are represented in a similar fashion they are
perceived as the same, even though they may be completely unrelated.
IV. Help
In a good simulation, help is not necessary to stimulate learning.
Too many words of help can be a deterrent to learning.
A. Wiggle- me
When the most important object in the play area is not obviously grabbable, a wiggle-me is
useful for telling the user where to start.
Consists of a very short, clearly written directive (eg. Wiggle the electron) with an optional
arrow pointing toward the object it refers to.
The wiggle-me should draw attention to itself; however, it should not distract the user from
the rest of the simulation.
▪ It should swoop in from the side and then remain stationary until the object it is
referring to has been manipulated.
B. Help!
Must be clear, concise strings of text.
If it’s prominent, then it gets followed like a command and the user is unlikely to explore on
their own.
Help! should not appear unless it is requested by the user.
Once invoked it needs to remain on screen as continual reference while the user plays. For
this reason it must sit somewhere that it can stay up and not be in the way while manipulating
the simulation.
C. Extensive help
Users do not use extensive help
V. Encourage Exploration
A. Animation and interactivity
Students notice animated features first; however, students do not ask questions and make new
connections when only observing and not interacting.
User control of every perceived potentially significant parameter is valuable.
Limiting students control over certain items must be done carefully.
B. Little puzzles/clues (Questions that stimulate student to figure things out)
When students encounter small features that they do not understand, they will explore how
the feature changes the simulation until they can create a working definition of the feature.
▪ Legends and control labels tell the student what a particular feature controls and then when
they play, they learn a working definition of the control..
Multiple Representations - Simulations that have multiple views of the same idea such as
beam view and photon view facilitate further understanding and connections about the idea.
Exploration is not always productive – Features which encourage exploration in unproductive
directions must be avoided.
C. Fun
When the simulations are fun, students enjoy playing with them. The Flash simulations and
JAVA simulations, with similar characteristics, draw students to them.
When simulations look boring or intimidating, students are not drawn to playing or they’re
afraid they’ll break them.
Danger of being so much fun students may be distracted from learning.
D. Credibility of simulations
For engaged exploration to occur, students must believe the simulation.
Student’s level of skepticism is directly related to their level in school.
E. Performance mode
Students who do not think they know the relevant ideas will comfortably explore a simulation
and will try to use it to learn; however, students who think they should understand the topic
of a simulation use it much less effectively and learn much less from it.
1
. Clark, C. and Mayer, R. (2003) E-learning and the Science of Instruction Pfeiffer; San Francisco, California. Pgs
111-129.